Hi all!
When i push a button, i want my animation to stop looping when it has played 1 time. Then skip to scene 2 (wich will contain the last image of that animation) then from there pressing a button to go back or play another animation. But that would be easy if my animation just stops looping. I think i have unchecked every loop option, This is what i have now and this is my code for scene 1:
//stops the playhead at Frame 1
stop();
//this script takes the user to scene 2 (zoom in on closset) when zoominclosset_btn is released
zoom1btn.onRelease = function (){
gotoAndstop ("Scene 2", 1);
unloadMovie ("zoomclosset_in");
};
//function plays zoomclosset_in when zoom1btn instance is released.
zoom1btn.onRelease = function(){
_root.attachMovie("zoomclosset_in", "zoomclosset_in", 1);
};
Scene 2 is empty so the problem shouls lie here i think. So i just want to play that zoomclosset_in animation and after that go to a new scene when a button is pressed.
my problem is there is no timeline. I am loading an FLV file externally into a movie clip container.
Let me set the stage:
I have a slideshow. At the bottom of the stage is a scrolling array of thumbnails. When you click on one, the larger image (which is loaded externally) appears suddenly in a container in the black vacuum of the center of the stage.
This is where I am at now. It looks cool and kicks butt.
I need to have captions for each clip (as per instructions), and I want them to appear to the left of each image, vertically oriented. Then I had an idea:
Make an animation of a screw covering the text at the beginning and winding down to the bottom to reveal the text. I made the animation with Maya, which sucks compared to MAX, and made it into an FLV file.
Each time you click a thumbnail, the image loads AND I WANT the screw animation to play in a new container I made over the text (don't worry about the revealing-text part, yet. I was able to do this.